ZBrushCentral

Normal UV map Seams problem

I tried to find an answer in different forums trying to understand what I was doing wrong.

All textures (colorpaint, displacement, cavity, ambient occlusion, …) work pretty fine with seams, but “Normal Map” has some problems with the “cut seams” where the UV map is cutted.

I made this strange ball to show it more clearly, I send my model to MODO from Luxology to render my works, but I don´t know why Zbrush does this werid thing.

The only solution a friend told me was: Go to photoshop with 3D aplication and with clone tool try to fix the problem.

Is this really the only solution? Zbrush is so weird?! Why?!

I hope there´s another native solution… :frowning:

Attachments

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those aren’t weird seams, those are tangent seams.

http://wiki.polycount.com/wiki/Normal_Map

Take a read.

Try exporting with SmoothUV on, and/or Tangent off.

This is not just a Zbrush issue. Most standard 3D applications and engines create and read normal map differently.

Don’t paint over the map with the clone tool, and don’t rely on looking at the normal map as if it were a diffuse texture. A normal map is not supposed to look seamless to the human eye when displayed that way, as each channel contains information that needs to work in conjunction with information contained by the model itself.

If seams appear on the normal map when it is displayed as an actual normal map, then you need to look into having a synced tangent basis between your baker and renderer.

Here you have the preview renders.

I see no difference…

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I wouldn’t bake tangent based maps in zbrush to be honest. Try baking in modo to get a synced tangent basis with your renderer, or at least average out the vertex normals while setting the UV borders to hard edges.

Thanks for all your comments.
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At the end the problem was not in Zbrush, that weird seam in fact was normal. (Something not easy to understand for me yet… but ok…).

The problem was in Luxology Modo with 2 things: ColorSpace (that super blue color was a little suspicious) and the necessity to “invet green”.

I discovered it using the “Goz” again with all layers in their place and try to find the issue.

Thanks for your comments!